Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being boulders diffusing continuously requires'.
Other Suggestions:
being borders diffusing continuously require
being borders diffusing continuously requires
being boulders diffusing continuously require
Monsters
Bigby Presents: Glory of the Giants
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
the giant’s next turn, when the rocks vanish.Hill Rebuff (Requires Hill Rune). Immediately after the giant takes damage from a creature it can see within 10 feet of itself, that creature must
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
made here and there. Map 6.4: Frost Giant Stronghold - Lower Level View Player Version Boulders. Some passageways on this level are blocked by huge boulders (at the places adjacent to boulders that are
marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
made here and there. Map 6.4: Frost Giant Stronghold - Lower Level View Player Version Boulders. Some passageways on this level are blocked by huge boulders (at the places adjacent to boulders that are
marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
made here and there. Map 6.4: Frost Giant Stronghold - Lower Level View Player Version Boulders. Some passageways on this level are blocked by huge boulders (at the places adjacent to boulders that are
marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the openings along it are the entrances to the caves and tunnels in its face. Boulders. Several cave mouths on this level are blocked by huge boulders (at the places marked B on the map). For Medium or
smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Caves and caverns have ceilings from 30 to 45 feet high, while tunnels
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the openings along it are the entrances to the caves and tunnels in its face. Boulders. Several cave mouths on this level are blocked by huge boulders (at the places marked B on the map). For Medium or
smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Caves and caverns have ceilings from 30 to 45 feet high, while tunnels
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the openings along it are the entrances to the caves and tunnels in its face. Boulders. Several cave mouths on this level are blocked by huge boulders (at the places marked B on the map). For Medium or
smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Caves and caverns have ceilings from 30 to 45 feet high, while tunnels
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
stone
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
stone
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
stone
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
boulders aside to create a wider opening through which Medium and Small creatures can pass without making a check requires 10 minutes of work and a successful DC 20 Strength (Athletics) check. M34
east. Until the human man moves or speaks, noticing him requires taking a Search action and making a successful DC 20 Wisdom (Perception) check. If Eko and Mok lead the characters here (see area M25
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
boulders aside to create a wider opening through which Medium and Small creatures can pass without making a check requires 10 minutes of work and a successful DC 20 Strength (Athletics) check. M34
east. Until the human man moves or speaks, noticing him requires taking a Search action and making a successful DC 20 Wisdom (Perception) check. If Eko and Mok lead the characters here (see area M25
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
boulders aside to create a wider opening through which Medium and Small creatures can pass without making a check requires 10 minutes of work and a successful DC 20 Strength (Athletics) check. M34
east. Until the human man moves or speaks, noticing him requires taking a Search action and making a successful DC 20 Wisdom (Perception) check. If Eko and Mok lead the characters here (see area M25
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is a tunnel cloaked by a 6th-level major image spell to look like a solid stone wall. Discovering its nature from a distance requires a DC 19 Intelligence (Investigation) check, although direct
, their rib cages shattered by boulders lying atop them. Only one skeleton remains whole, and it clutches to its chest an open-faced steel helmet decorated with a golden circlet above the brow, from which
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is a tunnel cloaked by a 6th-level major image spell to look like a solid stone wall. Discovering its nature from a distance requires a DC 19 Intelligence (Investigation) check, although direct
, their rib cages shattered by boulders lying atop them. Only one skeleton remains whole, and it clutches to its chest an open-faced steel helmet decorated with a golden circlet above the brow, from which
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is a tunnel cloaked by a 6th-level major image spell to look like a solid stone wall. Discovering its nature from a distance requires a DC 19 Intelligence (Investigation) check, although direct
, their rib cages shattered by boulders lying atop them. Only one skeleton remains whole, and it clutches to its chest an open-faced steel helmet decorated with a golden circlet above the brow, from which
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
tunnels N1 and N2 lie within the giants’ line of sight; reaching either tunnel without being noticed requires a successful DC 13 Dexterity (Stealth) check. Rocky outcroppings hide the entrances to tunnels N3 and N4 from the giants’ view.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
tunnels N1 and N2 lie within the giants’ line of sight; reaching either tunnel without being noticed requires a successful DC 13 Dexterity (Stealth) check. Rocky outcroppings hide the entrances to tunnels N3 and N4 from the giants’ view.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
tunnels N1 and N2 lie within the giants’ line of sight; reaching either tunnel without being noticed requires a successful DC 13 Dexterity (Stealth) check. Rocky outcroppings hide the entrances to tunnels N3 and N4 from the giants’ view.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mbala A 1,800-foot-high plateau with sheer cliffs rises above heaps of boulders as large as ships. A narrow path is cut into the cliff face and seems to climb all the way to the top.
The plateau’s
the plateau. Through many switchbacks, it winds across the cliff face for 3 miles before reaching the top. The path width varies but averages 5 feet. Tumbled boulders and tangled roots block the path
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mbala A 1,800-foot-high plateau with sheer cliffs rises above heaps of boulders as large as ships. A narrow path is cut into the cliff face and seems to climb all the way to the top.
The plateau’s
the plateau. Through many switchbacks, it winds across the cliff face for 3 miles before reaching the top. The path width varies but averages 5 feet. Tumbled boulders and tangled roots block the path
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mbala A 1,800-foot-high plateau with sheer cliffs rises above heaps of boulders as large as ships. A narrow path is cut into the cliff face and seems to climb all the way to the top.
The plateau’s
the plateau. Through many switchbacks, it winds across the cliff face for 3 miles before reaching the top. The path width varies but averages 5 feet. Tumbled boulders and tangled roots block the path
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
residents always know the shortest path to that tunnel. Usually an escape tunnel is rigged with traps to slow pursuers and ends in a narrow opening that requires even kobolds to squeeze through, to keep
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
residents always know the shortest path to that tunnel. Usually an escape tunnel is rigged with traps to slow pursuers and ends in a narrow opening that requires even kobolds to squeeze through, to keep
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
residents always know the shortest path to that tunnel. Usually an escape tunnel is rigged with traps to slow pursuers and ends in a narrow opening that requires even kobolds to squeeze through, to keep
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
forgecaller (see the appendix). Theldin (neutral good, human commoner) toils alongside his kidnapper, performing the work that requires finer movements. Brimskarda has no interest in negotiating with
the characters or bartering for Theldin’s freedom. All she wants is to reaffirm her lofty position in the ordning. To achieve her goal, she requires Theldin’s expert, nimble hands. Together the smiths
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
forgecaller (see the appendix). Theldin (neutral good, human commoner) toils alongside his kidnapper, performing the work that requires finer movements. Brimskarda has no interest in negotiating with
the characters or bartering for Theldin’s freedom. All she wants is to reaffirm her lofty position in the ordning. To achieve her goal, she requires Theldin’s expert, nimble hands. Together the smiths
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
forgecaller (see the appendix). Theldin (neutral good, human commoner) toils alongside his kidnapper, performing the work that requires finer movements. Brimskarda has no interest in negotiating with
the characters or bartering for Theldin’s freedom. All she wants is to reaffirm her lofty position in the ordning. To achieve her goal, she requires Theldin’s expert, nimble hands. Together the smiths
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
descends deeper underground. Several landings on the staircase hold statues, and some bear doorways. The stairs end abruptly at a wall of tumbled boulders from some long-ago collapse.
Two galeb duhr
, Fremine and Frowode, lurk near the collapse, disguised as boulders. They are guards for the medusa in area T3. If anyone approaches the door to area T3, one of them stands and commands the intruders
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
descends deeper underground. Several landings on the staircase hold statues, and some bear doorways. The stairs end abruptly at a wall of tumbled boulders from some long-ago collapse.
Two galeb duhr
, Fremine and Frowode, lurk near the collapse, disguised as boulders. They are guards for the medusa in area T3. If anyone approaches the door to area T3, one of them stands and commands the intruders
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
descends deeper underground. Several landings on the staircase hold statues, and some bear doorways. The stairs end abruptly at a wall of tumbled boulders from some long-ago collapse.
Two galeb duhr
, Fremine and Frowode, lurk near the collapse, disguised as boulders. They are guards for the medusa in area T3. If anyone approaches the door to area T3, one of them stands and commands the intruders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guardian to attack. Zox’s music box has no magical properties beyond its ability to play a tune. The music plays continuously but stops if the box is dropped, shaken, or otherwise handled roughly. The box
is a Tiny object with AC 10, 1 hit point, and immunity to poison and psychic damage. Provided it has 1 hit point, the box can be repaired with tinker’s tools. Repairing it requires 10 minutes and a






